2018-
Dev lead for Direct3D.
2016-2018
Dev lead for PIX on Windows.
2014-2016
Dev lead for Win2D and Microsoft ANGLE team.
2012-2014
Dev lead for graphics on Windows Phone.
2008-2010
Responsible for graphics in XNA Game Studio 4.0, including API improvements
and the new Windows Phone platform.
2007-2008
Added LIVE networking features to XNA Game Studio 2.0, 3.0, and XDK
Extensions.
2005-2007
Designed and implemented the Content Pipeline for XNA Game Studio
Express.
In addition to my product development work, I supported the XNA game developer community through blogging, conference presentations, developer support forums, and by writing many of the XNA samples. See shawnhargreaves.com for links.
2003-2005
Team lead on Tomcat, the next-gen version of Climax's art toolchain.
2003-2004
Team lead on Project Avalon, a prototype for a next-gen squad based shooter
and Climax's attempt to establish an original game IP.
Note to self: in future try to avoid being lead on more than one project at a time :-)
2002-2003
Lead programmer on MotoGP 2 (Xbox/PC). This won the Develop Industry
Excellence award for Technology, and was chosen by Edge magazine (issue 128)
as one of the top ten racing games of all time.
2002
Lead programmer on MotoGP Online, an Xbox Live launch title developed in
just seven weeks from start to beta. I designed the Live user interface, and
implemented the high level networking components (session management,
reliable packet layer, etc).
2001-2002
Lead programmer on MotoGP, an Xbox/PC motorbike racing game. I built the
code team from scratch (none of the other programmers had worked on a
commercial title before), and also wrote the rendering engine, toolchain,
and sound.
2000
Lead programmer on Climax's first Playstation 2 project. This was cancelled
six months in, but became a useful starting point for other PS2 titles.
2000
Designed and implemented a proprietary art toolchain (spline based racetrack
lofting tool, 3D model editor, and texturing/lighting tools) which were used
on all subsequent Climax Brighton games.
Programmer on the Nintendo 64 future racers Extreme G and XG2.
Developed content creation tools for a settop box platform.
Converted their wordprocessing engine into a VB custom control.
BA in music, class II-i.
A-levels in math, computing, music, and geography: all grade A.
Educated at home by my parents.
From 1994 to 1998 I developed a popular open source library called Allegro, which provides crossplatform 2D graphics along with other game related functions. This has grown to include contributions from over 150 people, and at its height in the late 90's the mailing list was attracting hundreds of posts a day.
Although I'm no longer involved with Allegro development, it is still going strong: see https://liballeg.org.
I am an amateur musician, composer, and studio engineer. I play guitar, keyboards, various percussion instruments, and fill my spare room with far too many bits of recording equipment!
I also enjoy hiking, gardening, and home brewing.
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